17:08 <+bridge> Hell nah, he's gonna steal it and say he made it :santatrollet: 17:08 <+bridge> huh 17:08 <+bridge> i even added him as a co-author >:c 17:09 <+bridge> ghost writer 17:09 <+bridge> just waiting for CI to run through :justatest: :justatest: :justatest: :justatest: :justatest: :justatest: :justatest: :justatest: :justatest: :justatest: :justatest: 17:18 <+bridge> 17:19 <+bridge> when rust 2024 edition 17:19 <+bridge> its the biggest event of the year 17:19 <+bridge> ``` 17:19 <+bridge> The Rust 2024 Edition is currently slated for release in Rust 1.82.0. Rust 1.82.0 will be in beta for six weeks, after which it is released as stable on October 17th. 17:19 <+bridge> ``` 17:19 <+bridge> https://doc.rust-lang.org/edition-guide/rust-2024/index.html 17:22 <+bridge> https://opensource.axo.dev/oranda/ 17:22 <+bridge> ill use this now 17:22 <+bridge> to make landing pages for my projects 17:22 <+bridge> on pub.edgl.dev 18:45 <+bridge> :kek: 20:06 <+bridge> :justatest: 21:02 <+bridge> @melona.3650 the pipeline fixed itself 21:19 <+bridge> Would it be possible to make the dummy connecting also stay in server queue and have the 5sec limit when the server is full? 21:20 <+bridge> this would possibly lessen the amount of dummy players at full servers xd 21:20 <+bridge> mhh? how does this make sense? 21:21 <+bridge> the dummy only tries to connect for a few seconds and then you have to manually click connect again 21:22 <+bridge> it doesn't xd 21:23 <+bridge> since when does everything have to make sense 21:26 <+bridge> but maybe a connect queue generally would be nice.. but currently our network isn't really build for it 21:26 <+bridge> would be more fair than arbitrary 5 second reconnect 21:26 <+bridge> or 128slot server 😬 21:29 <+bridge> rust physics needed xd 21:31 <+bridge> i guess GER servers could handle it 21:31 <+bridge> but backward compability 21:31 <+bridge> pew 21:45 <+bridge> X11 is 40 years old 21:45 <+bridge> how often does it let you connect dummy though? 21:45 <+bridge> today 22:03 <+bridge> what do i do when udp seems to be filtered 22:03 <+bridge> my power went out and now i can't reconnect 22:05 <+bridge> try to turn of your power off and on again 22:05 <+bridge> try to turn your power off and on again 22:08 <+bridge> i just wanna win 22:08 <+bridge> internet 🥺 22:08 <+bridge> my internet is dying now 22:26 <+bridge> Hello Fellas, I wanted to implement Rainbow on my Server.. Can anyone help? 23:05 <+bridge> Are laser doors predicted nowadays in DDNet? 23:05 <+bridge> The client has the switch number, no? 23:05 <+bridge> through snap objects 23:11 <+bridge> sadly no 23:11 <+bridge> a 23:34 <+bridge> You can use or check out [how it's done in F-DDrace](https://github.com/fokkonaut/F-DDrace/blob/bfc166324b2769fd38f90270d9b45d40016288f5/src/game/server/player.cpp#L1661) 23:36 <+bridge> You can use F-DDrace or check out [how it's done in F-DDrace](https://github.com/fokkonaut/F-DDrace/blob/bfc166324b2769fd38f90270d9b45d40016288f5/src/game/server/player.cpp#L1661) 23:36 <+bridge> You can use F-DDrace or check out [how it's done in there](https://github.com/fokkonaut/F-DDrace/blob/bfc166324b2769fd38f90270d9b45d40016288f5/src/game/server/player.cpp#L1661)